Re: Gitp PrC Contest XXVIII: My Life in Runes

Well, the class is playable at this point, although it will take some substantial work on the GM's part to determine exactly what each unlisted combination of runes does.

Also: This is using the Pathfinder rules. If you need to look something up, there's an excellent SRD here: http://www.d20pfsrd.com/

Finally, I know that this is posted after the midnight deadline, but GitP was having server issues.
---- Symbolist

Think of me like... An Alchemist. I take basic ingredients, mildly magical in their own right - in this case, basic runes, such as fire, ice, moon, and life- and combine them to create something far more powerful. --Dernis Maernik, Symbolist

Most Symbolists started out as adventurers, and chose to take up the art only after seeing what it was capable of. Others, however, were chosen by someone already a Symbolist, often for proficiency at copying or caligraphy. Some simply studied

BECOMING A Symbolist

Anyone can want to get an edge. Most who become Symbolists choose to do so because of competition in their chosen field.

Others, however, are simply ambitious. Many scribes who work for a Symbolist carefully study the runes that he or she makes, and learn them on their own.

The rarest, however, are those, usually sorcerers, that simply feel an urge to draw odd forms, and learn how to create runes spontaneously.

(Yes, this is a better progression than just about any other class. However, most classes don't have the chance to die, summon enraged creatures that attack them, or other nasty effects every time they cast a spell.)

Weapon Proficiencies: Becoming a Symbolist neither adds nor removes proficiency with any weapon. (Exception: A Symbolist is considered proficient with any specific weapon they have inscribed runes on for the duration of their use. This does not grant proficiency with that class of weapon. This does not apply to weapons another Symbolist has inscribed.)
Inscribe Runes (Su): The character has gained the ability to draw magical runes. However, in order to use their abilities, the Symbolist must make a Craft (Caligraphy) check with a DC of 10+Rune DCs. For example, Create Fire (Create+Fire) would have a DC of 14, because each of those runes has a Rune DC of 2. Ranks of Profession (Scribe) may be added to this roll. They must also be able to concentrate well enough to draw accurately. Attempting to draw in combat, a storm, crowd, or other highly distracting place will apply a variable +3-10 circumstance modifier to the DC. Using a rune combination takes one turn per rune, and can continue over multiple turns. Each time the character gains a rank of Inscribe Runes after the first, it adds to the duration and effect of Personal Mark. (The bonus shown in the chart is the bonus, not the amount added per rank. Thus, if you have two additional levels of Inscribe Runes, the first of which is written as +1/+1 and the second +2/+2, the bonus and additional time for the current level is +2/+2, not +3/+3).
Personal Mark (Su): The character has created a personal rune, which grants them a +3 circumstance bonus to all rolls made while under its effects. It lasts for one hour per level in any spellcasting class (arcane or divine). A Personal Mark has a Rune DC of 5. See also: Inscribe Runes.
Sketch Runes (Su): The Symbolist has gained the ability to draw certain runes without the need for a surface. However, the DC for the craft (Caligraphy) check is increased to 20+Rune DCs. See also: Focused Mind
Runic Affinity (Su): Choose one rune from the Symbolist Rune List. The Rune DC is now half of the Base Rune DC, and any damage or healing done by a spell containing it is doubled. If damage or healing is not done by a spell containing the rune, add 50% to the range and duration of it (Note: The combination for a Resurrection spell is not affected by this aspect of Runic Affinity). For each additional rank, choose another rune. You may choose the same rune multiple times. Each time you do so, subtract half of the Base Rune DC from the current value.

Focused Mind (Ex): The Symbolist has learned to draw runes even during distracting situations, such as combat. The DC for the Craft (Caligraphy) check to draw runes is halved, and they no longer suffer a penalty for using runes in combat or other distracting situations.

Force of Will (Ex): The Symbolist may make a Will save to avoid a spell failing. If they succeed, the spell works as normal, but with half effect (half damage, half healing, half duration, etc.).

Practical Runemaking: At the start of each day, if they know the Holding or Binding runes, the Symbolist may choose to prepare up to 6 scrolls, containing any combination of runes that they know. These scrolls take a standard action to use.

Practiced Combination (Ex): Choose one combination of symbols that you have known for at least 2 levels. You can now use this combination as though you had a level of Runic Affinity in each of the runes that compose it. This bonus stacks with any actual Runic Affinities you have. Any negative Rune DCs caused by this are subtracted from the total DC of the spell.

Rune Smith: Choose a word that is not currently a rune. You may now use it as one.

Elemental Affinity: Choose one Elemental Rune (Life, Death, Fire, Air, Water, Earth, Metal). Any damage or healing done by a spell containing it is doubled. If damage or healing is not done by a spell containing the rune, add 50% to the range and duration of it, or, if it creates a lifeform or undead, enhance it until it has an EL (or equivalent term) equal to the base EL + 1/2.Symbolist Runes Known

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{table=head]Level|Runes Known
1st|

4

2nd|

6

3rd|

7

4th|

7

5th|

8

6th|

9

7th|

10

8th|

10

9th|

10

10th|

12

11th|

13

12th|

14

13th|

15

14th|

16

|

15th|

17

16th+|

Continue to add 1 rune every level

[/table]

Symbolist Rune List

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{table=head]Name|Sketchable|Rune DC

Fire|

Y

|2

Death|

Y

|14

Life|

Y

|10

Sun|

Y

|35

Water|

Y

|2

Earth|

Y

|2

Air|

Y

|2

Ice|

Y

|2

Shell|

N

|5

Create|

Y

|2

Moon|

Y

|25

Pain|

Y

|3

Agony|

N

|4

Sadness|

N

|5

Growth|

N

|6

Holding|

Y

|2

Wide|

Y

|3

False|

Y

|4

Protection|

N

|6

Mask|

Y

|3

Shadow|

Y

|5

Salt|

Y

|5

Gold|

N

|17

Bronze|

N

|10

Wounds|

Y

|4

Summon|

Y

|7

Binding|

Y

|4

Light|

Y

|2

Heat|

Y

|3

Health|

N

|4

Open|

Y

|3

Shut|

Y

|3

Lock|

Y

|5

Unlock|

Y

|5

Door|

Y

|15

Self|

Y

|10

Visage|

Y

|15

Alter|

Y

|10

Metal|

Y

|5

Command|

Y

|20

Building|

Y

|25

Cause|

Y

|15

Binding|

Y

|15

From|

Y

|1[/table]

Symbolist Rune Combinations

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{table=head]Name|Effects|Runes|DC|Effect of Failure|Notes

Resurrection|Returns the dead to life|Protection, Holding, Create, Life, From, Death, Holding, Protection|51 (36)|There is a 35% chance that another spirit inhabits the body of the resurrectee. This means that they can no longer be resurrected as the original person; further attempts will bring back the new spirit.| This combination must be drawn onto the body one wishes the resurrectee to inhabit, or it will simply create a ghost of the person being resurrected. It can be drawn without the Protection and Holding runes, but a failure on such a spell results in a 75% chance of the body becoming host to a new spirit.

Create Fire|Creates a fire. If used on a person, it causes 2d6 per caster level fire damage until they successfully make a REF save (DC 10+5 per round of continued damage) to put out the fire.|Create, Fire|14|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a raging inferno at the target point, which will spread 10 feet per turn, in every direction that there is fuel, causing 5d6 fire damage per turn inside it, and 3d6 fire one damage for 3 turns after exiting it and if 5-6, it sets the caster on fire doing normal damage, until they make a Will save to dispel it (Spell DC+5 per turn of damage), or a REF save as above.|See Create Ice, but substitute "Fire".

Create Ice|Creates an area of ice (up to 20 feet per caster level). If used on a person, it causes 2d6 per caster level cold damage until they would normally thaw.|Create, Ice|14|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a blizzard at the target point, which will spread 10 feet per turn, in every direction, causing 5d6 cold damage for every turn spent inside, and 3d6 cold damage for 3 turns after exiting it, and if 5-6, it freezes the caster doing normal damage, until they make a successful Will save to dispel it (Spell DC +5 per turn) or would normally thaw.|This combination can also be used to create an ice sculpture or block of ice, provided it does not have more than 20 cubic feet of volume per caster level.

Create Sun|Creates an extremely small sun for one turn, which deals 10d12 fire damage to all living things within 1/2 a mile.|Create, Sun, Create, Sun|84|There is a 50% chance that the caster will die.|This combination cannot be used without the Tap The Ambient feat; any attempt to do so is an automatic failure, with a 75% chance of caster death. Even with Tap The Ambient and a successful casting, no spells or spell like abilities may be used within 200 miles of the casting site. After the one turn expiration, the created sun explodes, leveling all structures and forests within 100 miles, and dealing 3d20d20 (roll 3d20 to determine the number of d20s rolled for damage) to all living creatures within the area. Any natural 20 rolled for this damage is considered a threat, and may score a critical hit as normal (In effect, treat the sun as though it were 3d20d20 weapons each dealing 1d20 damage, and use the damage as both damage and attack roll for purposes of a critical hit.)

Create Water|Creates up to 20 feet of water per caster level. If used on a person, it causes them to become covered in water and begin to drown after a number of minutes equal to their CON modifier (with a minimum of 1 minute). A|Create, Water|14|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a rapidly expanding pool of water at the target point, which will spread 10 feet per turn in every direction, and if 5-6, it covers the caster until they make a Will save (Spell DC+5 per to dispel it or a FORT save to break free.|See Create Ice, but substitute "Water".

Create Life|Creates up to 24 new lifeforms of Tiny size, 12 of Small, 6 of Medium, etc. per caster level|Create, Life|22|Roll a d6. If the result is 1-2, the spell fizzles. If 3-4, it creates a rapidly expanding swarm of creatures at the target point, which will spread 10 feet per turn in every direction, and if 5-6, it covers the caster in such until they make a Will save (Spell DC+5 per to dispel it.|[/table]

Note: Certain combinations of symbols, even when all component runes are sketchable, are not. This will be noted in the notes for that combination.

In addition, please keep in mind that runes for each type of creature exist, but are not listed here, simply because there's a huge number of them. In general, the Rune DC will be equal to the EL (or equivalent term) of the monster(s) being summoned or created. Unique monsters, such as He Who Walks in Blood, cannot be summoned.
Symbolist Feats

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Tap The Ambient
You tap into ambient magic, allowing

Prerequisite: Symbolist level 10

Benefit: This feat grants access to some of the most powerful (though also most dangerous) combinations available to the Symbolist. However, if you are to enter a dead magic zone at any time after taking this feat, you will immediately take damage equal to your maximum HP.

PLAYING A Symbolist

Combat: Mostly, this will depend on your base class, and what runes you took. However, it's important to remember what runes have what ranges, and to look at the long term combinations of each rune.

Advancement: In general, a Symbolist will advance somewhat differently from most other classes, as their magical abilities rely on combining runes, rather than casting stand-alone spells. However, it is probably best to focus on a specific branch of effects or two, to avoid ending with a character that is "able to do many things badly", or at least isn't really that good at any one thing.

Resources: Many people would be willing to help a Symbolist, simply for the amount of raw power they control. They are especially popular with mercenary companies, armies, and guilds.

Symbolists IN THE WORLD

There's not much to say, really. The door was locked when they woke up, and it hadn't been tampered with. We did find some odd shapes in paint on it though, and it wouldn't stay open until we washed them off. --Darig Jaern, Watchman

Symbolists are usually seen by the world according to their personal reputation. They interact with others according to their alignment and personality.

Daily Life: Some general information about the typical day in the life of your class.

Notables:

Organizations: While Symbolists don't really have any organizations dedicated to them, many guilds, mercenary groups, and mages colegia are friendly to them.

NPC Reaction

People will, in general, react more based on their experiences and prejudices than any common knowledge of Symbolists as a whole, since they tend to be highly individualistic.

CLASS NAME IN THE GAME

Be advised that, at high levels, Symbolists become one of the most powerful classes in the game, with the ability to create pure gold, kill with a touch, manufacture massive undead armies, or even make new species.

Adaptation: The Symbolist should need little, if any, adaptation to function in most settings.

Encounters: SymbolistsSample Encounter

EL 10(?): Give the encounter level and description of a sample member of this class and a stat block for him/her.